This works too. I was gming a campaign and the group ended up fighting one of the big bads in a cave (after he killed a dragon) and then the group proceeded to question how the dragon got in there if it didn't fit through the entrance.

Okay, so I used to play a lot of Warhammer 40k back in the day - mostly Space Marines and Orks. But one thing that I never, ever learned my lesson on, was that dropping in your Assault Marines or Deffkoptas was always a BAD IDEA.

To elaborate, two of my favorite units in both my Ork and Space Marine armies were my Deffkoptas (tiny fragile one-Ork helicopters) for the former and Assault Marines (power armored super-soldiers with jetpacks) for the latter, and one of the cool things about both of them was that if you started out the battle with them in reserve, you could then bring them on the battlefield later anywhere you wanted via orbital drop.

The only problem with that was that more likely than not, they would not land exactly where you wanted them. When you did the drop, you had to roll what was called a scatter die - a die witch had a target on two faces, to indicate that the orbital drop was right on target, and an arrow on the other four, which if rolled meant the actual drop point was D6 (or 2D6, I don't remember which) inches in the direction the arrow was pointing.

Now here's where it gets dangerous. There are penalties to landing Assault Marines or Deffkoptas in uneven or impassable terrain, which my battlefields always seemed to have in spades. Those penalties involve the possibility of taking damage. Deffkoptas are incredibly fragile to begin with, and as for Assault Marines, they fare a bit better, but most of their bulkiness comes from their ridiculously high armor saves, while landing in dangerous terrain requires the use of the significantly less reliable invulnerability save.

So yeah, I cannot tell you the number of battles that I've lost in large part because I immediately lost several of my troops to the whims of scatter dice before they could accomplish anything at all.

Try playing 4th edition demons when your entire army started in deep strike. I lost way too many games because either key units didn't show up on time or failed a Perils roll and died on materialization in the real world.

I ran a newb party through Tomb of Horrors for funsies. the paladin fell in the same spike pit three times.

The important thing is the third time- see, I'd forgotten to check if my "tomb of horrors" update I found online had balanced the monsters to the same level as the traps, so I quickly found the party, who were level five, facing CR10 and higher monsters, which led to us taking an early break. The first of these monsters, however, was a gargoyle, and the Paladin got solo XP for it. See, I had the party running on Paranoia-style multiple lives, where any time they died they re-appeared with the same equipment they had when they died at the entrance to the dungeon(no, they weren't allowed to loot their own corpses). So when the Paladin opened the door, just in front of the aforementioned pit, he bravely fell in the pit, but didn't hit the spikes at the bottom(for some reason the module had me rolling a to-hit for the spikes instead of some kind of reflex save? I dunno). Knowing that he was probably dead anyways, he rolled some kind of charisma check(I think I ruled it as a form of diplomacy) to make the Gargoyle target him. When the Gargoyle joined him in the pit, we got a fucking SPECTACULAR series of rolls. First, he rolled to attack the Gargoyle, and fucked it up with a one. So the Gargoyle got an AoO. I had been reading the Gargoyle's stat block, and realized it was pretty heavily built around Grappling, so I had it try to grapple him. It rolled a one. Using my same ruling from earlier, I let him use an AoO on the gargoyle because it fucked up so hard. He also rolled a one. At this point neither had an AoO left, so I went to the gargoyle's turn, and when it rolled a one to try and grapple him and shove him into the spikes, I had had enough of this bullshit. I decided that, instead of giving him any kind of rolls, I'd roll a D20. If it rolled a ten or lower, the Gargoyle fell into the spikes. 15 or lower, it just stabbed itself. Guess what? It rolled a 15. At this point I should mention that the spikes were coated with con draining poison. So Two more rounds and the paladin was dead, but the Gargoyle still needed the poison saves rolled.

It died while they were deliberating on how to deal with it.

It was the dumbest series of rolls, and I still can't fucking believe it happened.

I've told this tale before, but fuck it, here we go.
Hastily navigating an ancient Imperial compound, desperate to find sonething that can save the planet from a Tyranid incursion in progress, we find ourselves in a forge room of sorts, where lava is processed for materials. Following the catwalks over the superheated liquids, it's a little uncomfortable... And then we hear the skittering of claws, as a group of hormagaunts charge us from the other side of the room, rushing across the metal grate path to get at us. We're already wounded from killing a Throne-damned Hive Tyrant, one of our number a barely-alive burnt husk carried by the strongman, so I figure combat is a bad idea... And the gaunts were so obligingly clustered on the walkway; can't exactly go around unless you can fly. So, with my RIDICULOUS initiative bonus (+13 on a d10 roll) I roll a frag grenade into their path to soften them up for the fight. And roll maximum damage, ripping out a chunk of the path and dropping Tyranids helplessly into superheated molten metal that even their carapaces can't withstand, but leaving us with no way to cross. Oops.
The Techpriest just flew, but the rest of us had to trust in our muscles to make a 20m jump. Not feet: meters. A few minutes into checking the rules for jumping, I decided to trust in my absurd Agility score and make the jump; half an hour later, we determined that I'd passed with room to spare, and the charred grenadier was thrown across, passing over my head when I braced to catch him. The strongman rolled less well to jump across for himself, but since the techpriest was just hovering smugly, he was able to kick off of him halfway across and get the extra 2 meters of distance.

Given that Sanji's Kuncan constitution score is 13, and a character can hold their breath for twice their constitution score (if they only use move/free actions), he could've easily stayed under there for 26 rounds before he started needing to make constitution checks to hold his breath.

I'd work on that were I you. There's such a thing as too prepared, until preparation is vindicated... And a few breathing exercises before sleep a couple nights a week are easy to fit into a schedule that already accommodates brushing teeth.

Try taking several slow, full-lung breaths beforehand (don't take too many or the carbon-dioxide-depleted blood will lower your blood pressure until you faint) and then sitting/slouching somewhere where the only muscles you're using are those that keep your air in.

Managed a 3:14 from that, so if we round down to 3:12 that means Constitution 16 =D

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